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HaxeFoundation
haxe
Haxe2014–2024
HaxeFoundation / haxe

haxe

Haxe - The Cross-Platform Toolkit

18Distinct people
18Mentions
0Explicit recommenders
7KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Haxe - The Cross-Platform Toolkit

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

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This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year18 dated mentions

Observed mentions: 2014-05-02 19:06:33 UTC to 2024-09-18 13:17:02 UTC.

01232014-01-01 00:00:00 UTC to 2015-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments20142015-01-01 00:00:00 UTC to 2016-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 2 mentions; 2 submissions, 0 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments20192020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 3 mentions; 1 submissions, 2 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments2024

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20142014-01-01 00:00:00 UTC2015-01-01 00:00:00 UTC211
20152015-01-01 00:00:00 UTC2016-01-01 00:00:00 UTC202
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC000
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC000
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC220
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC110
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC312
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC303
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC202
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC101
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC211

What Hacker News says

18 sources
Haxe compiles to a lot of languages. Some of those language targets are better maintained than others. I've definitely had situations where some usage of esoteric Haxe features (like, deep/complex generics alongside runtime polymorphism) compiled fine to one target but compiled to invalid or incorrect code on another. (Interestingly, in my experience the C++ target is rock solid. Though that experience is from many years ago.) In any case, the best source for known compiler bugs is always gonna be GitHub: https://github.com/HaxeFoundation/haxe/issues?q=is%3Aopen+is...
In Haxe lang – build cross-platform application with fast cross-compiler
Haxe is great for when you want to write an entire application in Haxe, then transpile to multiple targets, and then care about the target platform only to the extent that you want your application to just work. The various haxe game engines are a good example of this kind of use case, where they transpile your haxe code to C++ or JavaScript and then your transpiled code combines with JavaScript code that the game engine provides or with C++ code that the game engine provides and the result is that everything "just works", both natively and in the browser. I also have high hopes for this approach in relation to GUI programming (HaxeUI, FeathersUI, etc. are very interesting). But my usecase was different: I wanted to make an API for my business logic that would transpile to Python, JavaScript and Java, and give a developer on each target
Read the rest
platform a native look and feel, as if they were interacting with a native Python API or Java API, etc. Basically, when you do that, you'll discover that Haxe is too much of a leaky abstraction. For example when your API requires passing an iterator over Strings or returns an iterator over Strings, you'll discover that this doesn't automagically turn into java.util.Iterator<String> when you transpile to Java. Rather Haxe has its own implementation (haxe.Iterator) that transpiles to some weird Java object that a Java developer will have a difficult time interacting with. ...this is true not just for iterators but for a lot of very basic things like collections, exceptions, etc. Haxe does expose target-specific things on the Haxe-side, so you can write Haxe code that will accept java.util.Iterator or return java.util.Iterator, but, obviously, java.util.Iterator will not be available when you try to transpile to something other than Java. So whenever you want to just use an iterator, your code is going to be full of "if this platform then behave like x, if that platform then behave like y, ..." Outside of development around the main Haxe-based game engines, you'll also find that the community is just too thin to properly maintain libraries. For example, several libraries that implement very basic things haven't been touched in years and I discovered that the HashMap implementation in the Haxe standard library is just broken and no one seems to care or notice. It just doesn't handle collisions [1]. ...the only way I can explain that to myself is by assuming that there just aren't enough people using HashMaps on Haxe directly, because the game engines or target platforms provide something else that displaces that functionality or that games are just the kinds of applications where the errors that result from hash collisions aren't noticeable. The advice I got from a seasoned Haxe veteran regarding libraries was to not use haxelib and dependencies at all but instead copy & paste the library code I really needed, fighting hard to keep that to a minimum, and maintain it myself. It's a pity, because the Haxe language is great, and the ideas behind the architecture are great, but the current implementation IMO just hasn't yet made enough progress on the journey it embarked upon for Haxe to be an option yet for major investments in any non-game software development. [1] https://github.com/HaxeFoundation/haxe/blob/development/std/...
In #lang Lua
I first discovered Haxe nearly a decade ago when seeking alternatives to Microsoft XNA. It was extremely influential in my learning programming. Lots of half-finished games and projects. Haxe is dear to my heart, but I haven’t touched it in a while. A couple of opinions: - Haxe is held back by not being self-hosted [0]. - TypeScript is the ideal syntax for Haxe. 0: https://github.com/HaxeFoundation/haxe/issues/6843
In Heaps: A free, open-source and cross-platform game engine
Thanks :) For the first point, yeah I agree, though I would still keep standard API documentation separated. And it gets "worse" when you add the 4th site: https://code.haxe.org which helps with 4th point (partly?). Tricky thing with guides like "how to make a game" is that it's not a haxe-specific thing; it's a haxe framework specific thing which they handle on their own: https://haxeflixel.com/documentation/, https://heaps.io/documentation/home.html, https://github.com/Kode/Kha/wiki (is there a better link for kha?), etc. There are links in https://haxe.org/use-cases/games/ but discoverability could likely be much better and include a generic "how to make a game" start point which points to either framework depending on your needs (2D/3D, mobile/desktop/console/web, etc.). Indeed Haxelib isn't visible :x Now that you mention it, we had
Read the rest
a few haxe newcomers that didn't know about it. We need to do something about that (even if it might get a replacement in the near-ish future https://github.com/HaxeFoundation/haxe/issues/9135) Good point about std lib docs too! Some, maybe including MainLoop, are harder for community to document but we should ask help from core compiler devs.
In LDtk: A modern and open-source 2D level editor

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